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  1. Last week
  2. Danae

    Melchior Dahrk

    UPDATE! For this session, you are getting the whole Scuttling Scribs team (MD, Merlord, ProfArmitage and XeroFoxx) and we'll be talking about Pimp My Shrine. Fear not, we will speak with MD only later
  3. You've read the interview, time to meet the man during a livesteam!
  4. The man behind the most exciting total conversion of the decade : Starwind
  5. You've seen him in MMC, time to find out more!
  6. He who made your Morrowind truly alive with Animated Morrowind and factions worth leading with Antares' Big Mod.
  7. Drac, co-author of Morrowind Crafting and community OG.
  8. Earlier
  9. Time for a new interview, with Alive this time
  10. We have questions, Vidi has answers.
  11. Want to know more about Endoran? This is the place.
  12. Danae

    Drac

    Come meet the legend and OG modder, Drac will tell us about Morrowind Crafting 3.0.
  13. A couple of hours taking a look at MD's mods while MD himself tells us that whats and hows.
  14. View File OAAB Dwemer Pavements OAAB Dwemer Pavements In the vanilla game, many of the dwemer ruins use regular cobblestone land textures in their exteriors. For most of them, this doesn't stand out too much. A major exception being of Arkngthunch-Sturdumz in the West Gash which uses the same very polished cobblestone texture as is used in Balmora, High Town (where the manors are located). Did House Hlaalu come and pave the exterior of this isolated ruin? That doesn't make any sense. So I decided that it would be better for dwemer ruins to have their own pavement texture outside of their entrances. This mod replaces the cobblestone textures outside of all Vvardenfell-based dwemer ruins with a new texture. In addition to the texture swap, I also made a "road edge" mesh which helps blend this new pavement into the ruins and the surrounding landscape. Some of my reasoning for making this mod is that the designer who used that cobblestone texture outside of Arkngthunch-Sturdumz clearly wanted to show that it was stone bricks on the ground outside of the ruin, but didn't have the texture asset available to properly visualize that intention. So I tried to create what I thought a dedicated cobblestone/pavement texture may have looked for the dwemer set. Compatibility: This mod edits the exterior of most dwemer ruins. Therefore it has the potential to conflict with mods which do the same. With that said, my edits are very minimal. I do not change the landscape shape (but I do change landscape textures), and my mesh additions are relatively minimal. But if a mod makes drastic changes to the exterior, then it could definitely conflict. I would appreciate players notify me if anything is found and I may be able to create patches. Submitter MelchiorDahrk Submitted 09/10/2021 Category Overhauls & Expansions  
  15. Version 1.0.0

    5 downloads

    OAAB Dwemer Pavements In the vanilla game, many of the dwemer ruins use regular cobblestone land textures in their exteriors. For most of them, this doesn't stand out too much. A major exception being of Arkngthunch-Sturdumz in the West Gash which uses the same very polished cobblestone texture as is used in Balmora, High Town (where the manors are located). Did House Hlaalu come and pave the exterior of this isolated ruin? That doesn't make any sense. So I decided that it would be better for dwemer ruins to have their own pavement texture outside of their entrances. This mod replaces the cobblestone textures outside of all Vvardenfell-based dwemer ruins with a new texture. In addition to the texture swap, I also made a "road edge" mesh which helps blend this new pavement into the ruins and the surrounding landscape. Some of my reasoning for making this mod is that the designer who used that cobblestone texture outside of Arkngthunch-Sturdumz clearly wanted to show that it was stone bricks on the ground outside of the ruin, but didn't have the texture asset available to properly visualize that intention. So I tried to create what I thought a dedicated cobblestone/pavement texture may have looked for the dwemer set. Compatibility: This mod edits the exterior of most dwemer ruins. Therefore it has the potential to conflict with mods which do the same. With that said, my edits are very minimal. I do not change the landscape shape (but I do change landscape textures), and my mesh additions are relatively minimal. But if a mod makes drastic changes to the exterior, then it could definitely conflict. I would appreciate players notify me if anything is found and I may be able to create patches.
  16. View File Dwemer Lightning Rods  If you look closely at the steamstack exhaust pipes at dwemer ruins, you may or may not have noticed that the spike on the side of them appears to be a large lightning rod. Did the dwemer harness the energy of thunderstorms? Or were they just safety conscious? We may never know. But with this mod, if you visit a dwemer ruin during a thunderstorm, you'll be greeted by blinding flashes as lightning strikes the steamstack rods. But be careful not to get too close lest you be shocked!  Note: Because the Ashlands, Molag Amur and Red Mountain regions (where a lot of dwemer ruins can be found) have no chance of thunderstorms in the vanilla game, you will only be able to experience active lightning rods there with weather affecting mods. Some recommendations: Magicka Expanded : ME includes a weather magic pack where you can summon a thunder storm yourself! Creeping Blight : Gives a small chance of rain and thunderstorms in the previously dry regions of Vvardenfell. Weather Adjuster : If you just want to see the effect right away, Weather Adjuster is the perfect tool! There is an MWSE version and OpenMW version included. Note that the MWSE version automatically replaces all tower in your entire game with lightning-ready versions including province mods, exterior overhauls, everything! The OpenMW version manually replaces all the towers on Vvardenfell in the base game but does not cover the province mods or any other mods. Submitter MelchiorDahrk Submitted 09/10/2021 Category Miscellaneous  
  17. Version 1.0.0

    8 downloads

     If you look closely at the steamstack exhaust pipes at dwemer ruins, you may or may not have noticed that the spike on the side of them appears to be a large lightning rod. Did the dwemer harness the energy of thunderstorms? Or were they just safety conscious? We may never know. But with this mod, if you visit a dwemer ruin during a thunderstorm, you'll be greeted by blinding flashes as lightning strikes the steamstack rods. But be careful not to get too close lest you be shocked!  Note: Because the Ashlands, Molag Amur and Red Mountain regions (where a lot of dwemer ruins can be found) have no chance of thunderstorms in the vanilla game, you will only be able to experience active lightning rods there with weather affecting mods. Some recommendations: Magicka Expanded : ME includes a weather magic pack where you can summon a thunder storm yourself! Creeping Blight : Gives a small chance of rain and thunderstorms in the previously dry regions of Vvardenfell. Weather Adjuster : If you just want to see the effect right away, Weather Adjuster is the perfect tool! There is an MWSE version and OpenMW version included. Note that the MWSE version automatically replaces all tower in your entire game with lightning-ready versions including province mods, exterior overhauls, everything! The OpenMW version manually replaces all the towers on Vvardenfell in the base game but does not cover the province mods or any other mods.
  18. You've seen her on the forums for years, but do you know her?
  19. Want to know more about Pikachuno? Step righ in!
  20. Danae

    R-Zero

    R-Zero goes down memory lane and talks about his mods.
  21. Danae

    Vegetto

    We're taking a tour of Morrowind, with Vegetto as our guide!
  22. Necrolesian answered a bunch of questions.
  23. Axe answred a bunch of questions about modding.
  24. Danae

    Abot

    Abot will join me on stream to talk about Morrowind, modding and of course his mods!
  25. We're talking with BillyFighter, author of quest mods such as Frozen in Time and Mudcrab Imports.
  26. Danae

    Wolli

    Wolli will join me on stream to talk about Tomb of the Snow Prince, of course, but also any and every mod he's made, played...
  27. Ah, that's the map I was refering to. For some reason I couldn't find it Another thing that may intrest you is this map from the tes3 cartopgraphy discord server. It's an updated pt map also containing still wip areas. The map is from november. (Very big map- might take some time to load). Obviously if you accidently make a landmass somewhere in a popular you can also move the landmass. Afaik as I know, the best tool for that is TESFaith#. Abot made a few tutorial videos about it.
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